Crashing Centaur
Both halves of the card spend cards, and that consistency is the point of the design. The activated ability turns a discard into trample whenever you want, and threshold rewards you for already having burned seven cards into the bin. The payoff is the part worth dwelling on: at +2/+2 the body becomes a 5/6 with shroud, a clock that targeted removal simply cannot touch, and on a creature this size that meant most of the era's spot answers stopped applying. The cost before threshold turns on is steep, though. A 3/4 for with a mana-and-a-card tax just for trample is a weak rate, so the card asks you to be the deck that is actively dumping its hand, where the discard ability stops being pure cost and starts pushing you toward seven cards while keeping the trample live. That is the tension the design resolves: an aggressive green beater that wants its own graveyard stocked, with the discard doubling as fuel toward the count it needs. The build-around bet here was that filling your own graveyard could be a resource you spend toward a threshold rather than damage you take, and the activated ability makes the creature complicit in reaching its own breakpoint. It rarely got there fast enough to matter in practice, but the silhouette (an untargetable trampling finisher gated behind a full graveyard) is exactly the shape threshold was built to sell.
